diff --git a/Templates/Empty/game/shaders/common/ribbons/texRibbonShaderP.hlsl b/Templates/Empty/game/shaders/common/ribbons/texRibbonShaderP.hlsl new file mode 100644 index 000000000..ade2a1899 --- /dev/null +++ b/Templates/Empty/game/shaders/common/ribbons/texRibbonShaderP.hlsl @@ -0,0 +1,20 @@ +#define IN_HLSL +#include "../shdrConsts.h" +#include "../torque.hlsl" + +uniform sampler2D ribTex : register(S0); + +struct v2f +{ + + float2 texCoord : TEXCOORD0; + float2 shiftdata : TEXCOORD1; + float4 color : COLOR0; +}; + +float4 main(v2f IN) : COLOR0 +{ + float4 Tex = tex2D(ribTex,IN.texCoord); + Tex.a *= IN.color.a; + return hdrEncode(Tex); +} \ No newline at end of file diff --git a/Templates/Empty/game/shaders/common/ribbons/texRibbonShaderV.hlsl b/Templates/Empty/game/shaders/common/ribbons/texRibbonShaderV.hlsl new file mode 100644 index 000000000..933fbc0eb --- /dev/null +++ b/Templates/Empty/game/shaders/common/ribbons/texRibbonShaderV.hlsl @@ -0,0 +1,34 @@ +#define IN_HLSL +#include "../shdrConsts.h" + +struct a2v +{ + float2 texCoord : TEXCOORD0; + float2 shiftdata : TEXCOORD1; + float3 normal : NORMAL; + float4 position : POSITION; + float4 color : COLOR0; +}; + +struct v2f +{ + float4 hpos : POSITION; + float2 texCoord : TEXCOORD0; + float2 shiftdata : TEXCOORD1; + float4 color : COLOR0; +}; + +uniform float4x4 modelview; +uniform float3 eyePos; + +v2f main(a2v IN) +{ + v2f OUT; + + OUT.hpos = mul(modelview, IN.position); + OUT.color = IN.color; + OUT.texCoord = IN.texCoord; + OUT.shiftdata = IN.shiftdata; + + return OUT; +} \ No newline at end of file